Birk Magnussen
f56cbc59f1
improve shader for shadow map generation
2024-02-05 14:43:54 +01:00
Birk Magnussen
1355c484fe
Remove language-defined declaration
2024-01-19 22:15:29 +01:00
mjn-mixael
8dcc4a24e9
make internal table file match updated parsing preference
2023-12-15 13:04:25 -06:00
Birk Magnussen
1223808a14
Need to output linear for OpenXR
2023-11-09 22:52:18 +01:00
Birk Magnussen
474db9e184
Fix mouse cursor rendering
2023-11-09 22:43:50 +01:00
Birk Magnussen
79454fb6c4
Also Alpha-Fade Glow and Spec
2023-10-30 20:08:33 +01:00
Birk Magnussen
e071603ac0
Multiply emissive with alpha
2023-10-29 10:29:01 +01:00
Sébastien Noel
f149c36b44
Fix a few typos ( #5598 )
2023-10-24 20:33:45 -04:00
BMagnu
b3295e5a2d
Fix near z planes for the cockpit rendering ( #5654 )
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* Properly unify cockpit near planes
* Properly pass near plane to deferred shader
2023-10-18 08:08:22 -04:00
Mike Nelson
cf4cae7264
add dkjson as a default lua file ( #5534 )
2023-10-17 19:26:39 -04:00
Goober5000
f7b9896294
allow modification of warp audible range via objecttypes.tbl
...
The retail warp range multiplier can yield ridiculous results, like an Elysium warp being audible over 9000 meters away. So allow the multiplier to be set via ship type.
2023-10-03 12:50:05 -04:00
BMagnu
2feeb34629
Move light calculation out of vertex shader ( #5573 )
2023-08-25 05:46:02 +09:00
Asteroth
60f3aa59d6
Make lasers less kinky ( #5446 )
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* properly handle trapezoidal bitmaps
* clean up
* fixup single segment trails too
* fix
2023-06-07 19:59:07 -04:00
BMagnu
8562dde955
OpenGL Capability Handling ( #5445 )
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* Init Particle shaders only if they're actually used
* set layout correctly
* Don't compile shadow shader if not needed
* Properly deal with capabilities
* Fix typo
* remove obsolete capability
2023-06-07 19:58:55 -04:00
BMagnu and Fabian Woltermann
b0b05b35fd
MSAA ( #5400 )
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* Add MS buffers
* Implement basic MSAA with commandline
* Move MSAA init to deferred pipeline
* Fix shadows when MSAA is enabled
* Implement resolve shader
* Cleanup basic resolve shader
* Implement front-first depth-aware MSAA resolve
* Fix background resolve
* Allow setting MSAA level
* Ensure good MSAA level
* Code Median shader for different sample counts
* Cleanup
* Add MSAA options toggle
* Add MSAA sample count pre-parsing
* Add GL scope
Co-authored-by: Fabian Woltermann <[email protected] >
* Typo
2023-05-14 08:14:51 +00:00
Birk Magnussen
baada08eca
Fix shader
2023-05-01 20:00:59 +02:00
Adam Leach
d516ab3c23
Stopgap patch to make envmaps work again.
2023-03-23 19:33:41 +00:00
Birk Magnussen
5b06f84771
Correct depth for FoV abberation
2023-03-04 23:24:34 +01:00
BMagnu
cfba7ec067
optimize Shader performance
2023-03-03 09:10:14 +01:00
BMagnu
3a3d2c4438
Tidy up shader code
2023-03-02 13:54:11 +01:00
BMagnu
db8292be03
Add noise color intensity
2023-03-02 12:54:00 +01:00
Birk Magnussen
8f697dd03a
Fix Noise, Fix Scale, Fix Pos
2023-02-24 23:50:50 +01:00
BMagnu
a60512cfa4
Add parsing for nebula settings
2023-02-24 14:51:18 +01:00
BMagnu
9cdbf4b5ed
Load configurable noise
2023-02-24 11:59:21 +01:00
Birk Magnussen
6eee49a868
Optimize smoothing mode of volumetrics shader
2023-02-23 20:55:26 +01:00
BMagnu
1a5c39154d
Very basic volumetric noise setup
2023-02-23 15:33:06 +01:00
BMagnu
c127b2b982
Make Edge smoothing toggleable
2023-02-23 11:06:50 +01:00
BMagnu
15d078aad2
Add edge smoothing and fix size ordering
2023-02-23 10:47:27 +01:00
Birk Magnussen
92fc993597
Remove UB due to Non uniform control flow
2023-02-23 00:48:53 +01:00
Birk Magnussen
88dd1f843b
Disable noise
2023-02-23 00:14:26 +01:00
Birk Magnussen
084085a53f
Make noise loadable
2023-02-22 23:19:45 +01:00
BMagnu
6e91356f47
Properly pass volumetric pso/size
2023-02-22 16:48:39 +01:00
BMagnu
9dbf5df152
Add Noise sampling to volumetric shader
2023-02-22 16:11:33 +01:00
BMagnu
68ad0c826b
Merge branch 'master' into volumetric_nebulae
2023-02-22 09:31:41 +01:00
BMagnu
9220b48592
Fix Typo and test oversampling
2023-02-17 13:26:18 +01:00
BMagnu
2531a31b1e
tidyup parameters
2023-02-17 10:42:23 +01:00
BMagnu
1371dc3a08
Add attribution before I forget
2023-02-16 16:11:09 +01:00
BMagnu
4c3024e5fc
Add Beer-Powder absorption for diffuse lighting
2023-02-16 16:03:47 +01:00
BMagnu
a9a110e8fa
Add Heyney Greenstein Scattering
2023-02-16 14:58:19 +01:00
BMagnu
a71dbbab6a
Tidy up shader and prepare for diffuse lighting
2023-02-16 13:29:43 +01:00
BMagnu
3e8be9c8a3
Fix emissive blur
2023-02-16 12:30:56 +01:00
Birk Magnussen
9ac262579d
Document Emissive Attempts
2023-02-15 20:39:16 +01:00
BMagnu
dbc2cb1c27
prepare volumetric shader for multi-influence color
2023-02-15 15:51:14 +01:00
Fabian Woltermann
076ad7770b
remove main shader compile-time flags ( #5055 )
2023-02-15 15:20:11 +01:00
BMagnu
3c942fc409
Proper step calculation based on nebula parameters
2023-02-15 15:09:37 +01:00
BMagnu
5f48e55990
Proper alpha-considering ray marching
2023-02-15 14:26:48 +01:00
Birk Magnussen
a5f634885b
Get volumetric ray marching working
2023-02-15 01:14:34 +01:00
Birk Magnussen
9de6beb4c2
First working raycast
2023-02-14 21:03:18 +01:00
BMagnu
c32c655350
Keep Emissive texture intact during deferred render step
2023-02-14 15:21:00 +01:00
Fabian Woltermann and Fabian Woltermann
c727e40b8a
apply the HDR colorspace stuff _after_ mixing in the team color glows ( #5052 )
...
Co-authored-by: Fabian Woltermann <[email protected] >
2022-12-28 18:48:20 +01:00